varying vec4 diffuse,ambientGlobal, ambient;
varying vec3 normal,lightDir,halfVector;
varying float dist;

void main()
{
	vec3 n,halfV;
	float NdotL,NdotHV;
	vec4 color = ambientGlobal;
	float att,spotEffect;
	
	n = normalize(normal);
	
	NdotL = max(dot(n,normalize(lightDir)),0.0);

	if (NdotL > 0.0)
	{
		spotEffect = dot(normalize(gl_LightSource[1].spotDirection), normalize(-lightDir));
		if (spotEffect > gl_LightSource[1].spotCosCutoff) 
		{
			spotEffect = pow(spotEffect, gl_LightSource[1].spotExponent);
			att = spotEffect / (gl_LightSource[1].constantAttenuation + gl_LightSource[1].linearAttenuation * dist + gl_LightSource[1].quadraticAttenuation * dist * dist);
				
			color += att * (diffuse * NdotL + ambient);
		
			halfV = normalize(halfVector);
			NdotHV = max(dot(n,halfV),0.0);
			color += att * gl_FrontMaterial.specular * gl_LightSource[1].specular * pow(NdotHV,gl_FrontMaterial.shininess);
		}
	}
	gl_FragColor = color;
}
